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 Organic Bunkers 20 May 2009 update, CnC still needed 
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Joined: Wed May 13, 2009 8:09 pm
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Post Re: Organic Bunkers 3 May 2009 release, CnC still needed
Yes those look pretty good.

But the background should be darker than the foreground.


Sat May 16, 2009 11:20 pm
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Post Re: Organic Bunkers 3 May 2009 release, CnC still needed
The pic on the first post is the old version. New version should be darker than that.


Tue May 19, 2009 2:15 pm
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Post Re: Organic Bunkers 3 May 2009 release, CnC still needed
Awesome! I would have imagined more of a Zerg look to it, though... Would be cool to see some veins and pulsation... Maybie more of a grey shade on the walls... I dunno, great mod though :smile:


Tue May 19, 2009 4:48 pm
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Post Re: Organic Bunkers 3 May 2009 release, CnC still needed
Like the veins and pulsation bit, but this is supposed to represent the human body.


Tue May 19, 2009 4:50 pm
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Post Re: Organic Bunkers 3 May 2009 release, CnC still needed
good one
perhaps you can made some trooper with some meat sprites lol :roll:


Tue May 19, 2009 5:02 pm
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Post Re: Organic Bunkers 3 May 2009 release, CnC still needed
Look up cell actors. Read the thread, then look for them. Jeez.


Tue May 19, 2009 5:03 pm
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Post Re: Organic Bunkers 3 May 2009 release, CnC still needed
these need to be way darker, have you ever cut anyone open and seen just orange? Nice try but at the moment its kind of eye-rape.

also, teeth doors? not sphincter doors? meh, that would be a pain to code.

but seriously make it look dark and bloody, not neon. -edit, although this is kinda cool.


Tue May 19, 2009 8:44 pm
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Post Re: Organic Bunkers 3 May 2009 release, CnC still needed
He made a darker version =/ (Only he uploaded it on page 5)


Tue May 19, 2009 8:48 pm
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Post Re: Organic Bunkers 3 May 2009 release, CnC still needed
Konn wrote:
He made a darker version =/ (Only he uploaded it on page 5)

ahhhh...


Dude, make the Walls and ceiling wound-able, and if they gib, that it will destroy the entire section of wall, with bloody chunks. actors don't walk on walls. also make the ceiling wound-able, just a pinned MOSR or even a door that doesn't move so that the AI shoots it. and if the cieling gibs it will nuke the floor above it, which would be terrain. that would be epic.


Tue May 19, 2009 8:55 pm
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Post Re: Organic Bunkers 3 May 2009 release, CnC still needed
Are collapsible segments even possible? (I know nothing of code, please don't flame me for my ignorance :-P )
I think the only thing this mod lacks, is bleeding walls (when shot at) and more veins and pulsation... Animated
segments, and less repetitive segments... But still, bravo, loving this mod :D


Tue May 19, 2009 9:47 pm
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Post Re: Organic Bunkers 3 May 2009 release, CnC still needed
well, you guys could have a bleeding bunker, I'll make it soon. But as of now, animated bunkers are not possible yet.


Wed May 20, 2009 5:13 am
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Post Re: Organic Bunkers 3 May 2009 release, CnC still needed
Why not an animated MO with GetHitByMOs and HitsMOs = 0


Wed May 20, 2009 6:05 am
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Post Re: Organic Bunkers 3 May 2009 release, CnC still needed
mail, I tried and my actors get jigglyfeet when they walk on it. So nope, no animatable bunkers yet, but I have managed to slap together an idea of making it bleed. Thanks to Metal Meltdown for the spark!
I'll update the first post after I submit this post. Hurr.


Wed May 20, 2009 3:32 pm
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Post Re: Organic Bunkers 20 May 2009 update, CnC still needed
YEEESS!!! MOAR BLOOD!
Also, as an added bonus, the bunker seems to be impervious to diggers. Finally, a bunker that's not utterly useless.


Wed May 20, 2009 3:55 pm
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Post Re: Organic Bunkers 20 May 2009 update, CnC still needed
Well, it only KINDA impervious to bunkers, as the doods could still poke their diggers (or weapons) so that the muzzle's on the other side of the MOSR... but still, it's more actor-proof now. HUZZAH!


Wed May 20, 2009 4:13 pm
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